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webgl 简单动画

webgl 简单动画

作者: antlove | 来源:发表于2020-07-04 14:52 被阅读0次

    index.html

    <html>
    
    <head>
      <meta lang="en">
      <meta charset="UTF-8">
      <title>webgl 简单动画</title>
      <script src="../lib/cuon-utils.js"></script>
      <script src="../lib/cuon-matrix.js"></script>
      <style>
          body{
              margin:0;
          }
          canvas{
              display:block;
              border:1px solid #999;
          }
          .btn-group {
              width: 500px;
              text-align: center;
              padding: 10px 0;
          }
      </style>
    </head>
    
    <body>
      <canvas id="canvas" width="500" height="500"></canvas>
    </body>
    
    <script src="./index.js"></script>
    

    index.js

    // 顶点着色器程序
    var VSHADER_SOURCE =`
        attribute vec4 a_Position;
        uniform mat4 m_matrix4;
        void main() {
            //设置坐标
            gl_Position = m_matrix4 * a_Position; 
            //设置尺寸
            gl_PointSize = 10.0; 
        } 
    `;
    
    // 片元着色器
    var FSHADER_SOURCE =`
        precision mediump float;
        uniform vec4 u_FragColor;
        void main() {
            //设置颜色
            gl_FragColor = vec4(0.5, 0.2, 0.5, 0.5);
        }
    `;
    
    // 获取canvas元素
    var canvas = document.getElementById('canvas');
    
    // 获取绘制二维上下文
    var gl = canvas.getContext('webgl');
    
    gl.clearColor(0, 0, 0, 1);
    
    // 初始化shader
    initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE);
    
    // 初始化顶点
    var n = initVertexBuffer(gl);
    
    var matrix = new Matrix4(); // 变换举证
    
    function draw(gl, n, angle, matrix) { 
        gl.clear(gl.COLOR_BUFFER_BIT);
        var m_matrix4 = gl.getUniformLocation(gl.program, 'm_matrix4');
        matrix.rotate(angle, 0, 0, 1);
        gl.uniformMatrix4fv(m_matrix4, false, matrix.elements);
        gl.drawArrays(gl.TRIANGLES, 0, n );
    }
    
    /**
     * 初始化顶点
     */
    function initVertexBuffer(gl) {
        var unit = 0.25;
        var l = Math.sqrt(3);
        var vertices = new Float32Array([
            0, 2,
            -l, -1,
            l, -1
        ]);
        vertices.forEach((v,idx, arr)=> arr[idx] = v * unit);
        var size = 2;
        var pointCount = vertices.byteLength / size / Float32Array.BYTES_PER_ELEMENT;
        // 创建缓冲区
        var vertexBuffer = gl.createBuffer();
        // 将缓冲区绑定到目标
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        // 向缓冲区写入数据
        gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
        var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
        // 将缓冲区对象分配给a_Position
        gl.vertexAttribPointer(a_Position, size, gl.FLOAT, false, 0, 0);
        // 激活attibue 是缓冲区对attribute变量分配生效
        gl.enableVertexAttribArray(a_Position);
        return pointCount;
    }
    
    var prev;
    function tick(timestamp) {
        !prev && (prev = timestamp);
        var period = timestamp - prev;
        var angle = period * 90 / 1000; // 每秒90度
        draw(gl, n, angle, matrix);
        prev = timestamp;
        requestAnimationFrame(tick);
    }
    
    requestAnimationFrame(tick);
    

    以下函数库详见 https://www.jianshu.com/p/589579ee70b2

      <script src="../lib/cuon-utils.js"></script>
      <script src="../lib/cuon-matrix.js"></script>
    
    image.png

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